Recent Submissions

In this paper we present a method for fast screen-space ray tracing. Single-layer screen-space ray marching is an established tool in high-performance applications, such as games, where plausible and appealing results are ...

The fundamental limitations of texture mapping has been a long standing problem in computer graphics. The cost of defining and maintaining texture coordinates and the seams that introduce various filtering inconsistencies ...

It is generally accepted that Poisson disk sampling provides great properties in various applications in computer graphics. We present KD-tree based randomized tiling (KDRT), an e cient method to generate maximal Poisson-disk ...

Moment shadow maps enable direct filtering to accomplish proper antialiasing of dynamic hard shadows. For each texel, the moment shadow map stores four powers of the depth in either 64 or 128 bits. After filtering, this ...

To e ectively utilize an ever increasing number of processors during parallel rendering, hardware and so ware designers rely on sophisticated load balancing strategies. While dynamic load balancing is a powerful solution, ...

Rendering 3D-360° VR video from a camera rig is computationintensive and typically performed o ine. In this paper, we target the most time-consuming step of the VR video creation process, high-quality ow estimation with ...

We present a timeline based scheduling method for Monte Carlo ray tracing of out-of-core models on distributed memory clusters. We abstract different setups of various compute and memory devices into a graph-based ...

Hardware acceleration for ray tracing has been a topic of great interest in computer graphics. However, even with proposed custom hardware, the inherent irregularity in the memory access pattern of ray tracing has limited ...

This paper presents MoonRay, a high performance production rendering architecture using Monte Carlo path tracing developed at DreamWorks Animation. MoonRay is the first production path tracer, to our knowledge, designed ...

We propose an extension to the Morton codes used for spatial sorting of scene primitives. e extended Morton codes increase the coherency of the clusters resulting from the object sorting and work be er for non-uniform ...

We present the STBVH, a newapproach for rendering multi-segment motion blur using a bounding volume hierarchy (BVH) that stores both spatial linearly interpolated bounds and temporal bounds. The approach is designed for ...

We propose a novel approach for improving the quality of two-level BVHs (i.e., a two-level data structure that uses a top-level BVH built over second-level object BVHs). After building an individual, high-quality BVH for ...

Utilizing the vector units of current processors for ray tracing single rays through Bounding Volume Hierarchies has been accomplished by increasing the branching factor of the acceleration structure to match the vector ...

We present a new approach to finding ray-cubic Bézier curve intersections by leveraging recent achievements in polynomial studies. Compared with the state-of-the-art adaptive linearization, it increases performance by 5-50 ...

We present a GPU-based ray traversal algorithm that operates on compressed wide BVHs and maintains the traversal stack in a compressed format. Our method reduces the amount of memory traffic significantly, which translates ...

We propose a hybrid ray-tracing/rasterization strategy for real- time rendering enabled by a fast new denoising method. We factor global illumination into direct light at rasterized primary surfaces and two indirect lighting ...

We introduce a reconstruction algorithm that generates a tempo- rally stable sequence of images from one path-per-pixel global illumination. To handle such noisy input, we use temporal accu- mulation to increase the e ...